A new week means a new Dev Watercooler! Today, Blizzard looked at healing gameplay. Cataclysm was the last expansion where there was a true healing “reset”. Mists of Pandaria largely preserved that same model. Now we’re entering Warlords where the healing model is getting changed again. The Watercooler can be summarized in three points:

Health and resilience

Smart heals getting “dumber”

Instant casts getting slower

Raiding realities going into Warlords

The Mythic size raid group is dropping from 25 to 20. Less players overall which means slightly less healers to bring in so I can understand the dumbing down of some of the spells. More difficulties and the ability to scale the number of players you bring in also allows raid groups to control for that. Keep this in mind as we go down the list of changes. Lots of the freakout is taking future expansion plans and applying it to the current game.

What’s happening to the mana regeneration? That’s going to go up. At the start of Cataclysm and Mists, I’ve had to chug pots and burn cooldowns just to keep up with running the heroics. To be fair, this was a time when there wasn’t that much information on how to do the bosses. Much of our time was spent working on staying alive not so much killing the boss fast. Everything leveled off weeks later as we acquired more gear and crafted more stuff.

If I’m interpreting it right, it means our healing style shouldn’t change that much between doing heroic dungeons and heroic raids.

The downside is that now we’re losing out on our low-throughput healing spells (Nourish, Holy Light, Heal, and Healing Wave). I’m not afraid to see them go. Let’s be real, we’ve only ever used these spells twice ever in an expansion: Once at the start of it because we couldn’t afford to cast Greater Heal and at the end of the expansion when we run out of mana on a long and dragged out boss fight.

… Oh, you guys never ran out of mana? Must be nice!

Our smart healing spells are getting dumber. Instead of striking the most wounded player, the spells will now hit any wounded player. Healers can also jump on the blame RNG bandwagon! A reduced raid size does mean higher odds that our spells will hit intended targets at least. No more using Circle of Healing without abandon anymore.

Absorbs are being looked at. They’ve always been incredibly strong dating back to Wrath. Discipline has been so dominant compared to Holy. Not much information was offered as far as what specifically they plan to do with it other than tuning the strength of absorbs. Can’t see that problem going away though. Doesn’t matter if Power Word: Shield absorbs for 50000 or 10000. That’s still an additional layer of health going on top of players.

There’s a nice summary at the bottom of that part on what the devs plan on hitting.

That’s a lot of big changes for healers: reduced throughput, more triage, less powerful “smart” heals, weaker absorbs, fewer spells, and a new focus on efficiency decisions.

Okay, let’s look at instant spells. Not so instant anymore are they? Cascade, Divine Star, Halo, and Prayer of Mending are being given a 1.5 second cast time! To be fair, other classes are seeing reductions in their instant spell arsenals. Wild Growth and Uplift have cast times tacked onto theirs.

Hey remember when Prayer of Mending didn’t have a 10 second cooldown?

Pepperidge Farm remembers.

I can understand Divine Star and Halo getting cast times. But Cascade? It’s not exactly appealing in the current version of talents. Maybe that’s just how the encounters are setup. Cascade actually takes time to travel around from player to play so I’m not sure why that cast time is needed.

Hang on, these are PvP nerfs? Hrm, okay. Not what I wanted to hear. What I’m more concerned about is what those spells mean for Shadow. Divine Star and Halo are one of the few spells we can cast on the move and that’s being slowed down slightly.

Speaking of more questions, what’s going to happen to Atonement or the Monk version of it?

Decision Making

Maybe I’m just hitting a point of mental fatigue. I liked having smarter heals around. I liked having one less thing reduced to chance. When I’m not busy dodging a meteor, dispelling a silence, and deliberately taking damage for my Prayer of Mending to fly off, I was reassured that my smart heal would always hit the most injured player without any thought. Now I have to take extra time and carefully consider a choice between using a single target heal or a multi target heal. Granted, I’ve already been doing that since vanilla. But over the years, the small incremental changes to healing and rendering them smarter helped cut down on burnout rates. Healing the dark shaman top side and taking care of the Iron Tombs and the like was pretty darn engaging.

Healers think and decide way more than any other role in the game. Tanks, granted, have it fairly difficult. They have to consider boss positioning, direction, and their own cooldowns. One wrong choice and it’s an automatic wipe and that’s a ton of pressure. But at least those mistakes can be corrected quickly on the next-go round and aren’t as dynamic (as in, the boss shouldn’t face this direction or this defensive cooldown has to be used at this time).

Healing is a little more dynamic. You’re not always going to see the same situation. A different person might receive a debuff. Instead of a rogue standing in fire, it’s going to be a mage and are they shrewd enough to Ice Block it? Who needs the dispel in the next 5 seconds when that debuff goes out? Now I have to gamble with my spells. I have to hope that my Prayer of Healing will splash onto that really wounded guy and not the one who is at 90% health. Because if that RNG dice goes against me, I better follow up fast with a Penance or else that really wounded guy is going to wind up a dead guy.

Current: A small group that just took more raid damage than others? No problem, I can respond fast with a Circle of Healing and they’ll be safe.

Future: A small group that just took more raid damage than others? I can use Circle of Healing that might hit all of them, but I better be prepared to follow up with a few Flash Heals just in case it doesn’t.

I love choice in games. I like the ability to pick and decide my fate and that of others. I just wish that those dynamic choices be from the encounters more so than from my tools. Now there’s one more thing we have to actively think about all the time instead of simply relying on reaction.

A few days ago, Warcraft Technical Game Designer Celestalon dispensed two hours worth of information on Twitter. One specific topic caught my eye. It’s no secret that racial bonuses in the game are a little skewed and slightly imbalanced. Many of the top tier raiding guilds are Horde and I’m fairly certain much of it is due to the min-maxing bonuses that the racials provide. So come Warlords, they’re mostly getting overhauled. While nothing has been finalized just yet, here’s where the racials stand right now.

Dwarf: Lost Crack Shot and Mace Specialization. Gained Might of the Mountain, a passive which adds 2% Crit Damage. Also… A change to Stoneform: Also removes Magic/Curse. HOWEVER, it still cannot be used while CC’d. (It is still NOT a CC-break)

Night Elves: Quickness also increases movement speed by 2% passively. They also got a new passive which is quite unique… (Remember, no more haste breakpoints!) Touch of Elune, a new passive which grants 1% Haste at night, 1% Crit during the day.Shadowmeld is unchanged.

Undead are seeing relatively few changes. Tweaks to the scaling rate of Touch of the Grave, and WotF to 3min CD (up from 2 minutes).

Pandaren, of course, will most likely not see a change and retain their Epicurean bonus.

The Draenei racial bonus is much more appealing. Too bad we don’t know what the +X value is for the primary stat. It’s going to go right to Intellect for priests of all kinds. Gift of the Naaru will heal 20% of a target’s health over 5 seconds (instead of 15). It’s another healing spell you can add to your bar and you can save it for emergencies (every 3 minutes).

My first Priest was a Dwarf. I miss Stoneform and the ability to shrug off poisons. Now it functions as a secondary self dispel since it can remove magic debuffs and curses. The extra crit damage is handy for the Shadow and the Discipline Smiters though. May not be as helpful for Holy.

What about the Gnomes? There’s still the bonus to mana but it’s been expanded to include the energy of other class types. The natural 1% haste is new and useful for all priest types.

Humans gain a rather unique spin to their buff. They get to select which two secondary stats get a bonus. I imagine one of those will be Spirit and the other will be Haste, Crit, or Mastery — Whatever your priest is short on. An interface is being worked up right now allowing you to pick. The ability to pick and choose offers some neat flexibility.

Night Elves. Sigh. Really? Server time makes a difference now? Blah. I hate randomness. But it looks like there’s not much that can be done about that.

Horde side, Blood Elves continue to be the winner. The crit bonus passive is second only to Arcane Torrent’s innate mana restoring capability.

Goblins? The ability to Rocket Jump is huge in heavy movement fights. Now you get a flat 1% haste instead of a bonus to attack and bast speed.

Orcs can’t play priests so that point is rather moot.

Tauren Priests are already benefitting from a slight stamina boost allowing them to withstand a little more damage than usual. But the new Brawn bonus is a solid boon for priests of all types.

The first iteration of the Troll’s Berserking was pretty overpowered. It was like a mini-Heroism on demand. Now it’s been nerfed to a flat 15% Haste bonus instead of the 20%. Not quite as good but still reliable for burst healing your way through stuff.

Huge nerf to the Undead’s Will of the Forsaken with the cooldown going up. No other changes.

So let’s assume that you’re rolling a new Priest. You have all these excellent racials available to you. No more of the junk bonus to hit or expertise or any of that stuff.

Which one should you go for?

If you plan on playing Alliance, I would favour the Draenei bonuses. Hard to say for sure without knowing what the X value is. If you’re PvPing, Dwarves or Gnomes are a good bet. I like Gnomes though since Escape Artist is handy (and the fast cooldown).

If you plan on playing Horde, I’m leaning towards Blood Elves. That mana restore is so nice to have especially on progression fights when you’re tapped out. Berserking is another trait you’ll find attractive and is great if you’re playing either shadow or healing.

Personally, I’m staying a Pandaren. Can’t get enough of that food buff.

Epic

About me

My name is Matticus and this is my World of Warcraft blog. Here you can read about my thoughts regarding healing as a priest. As a former guild master, I also write about guild and raid related topics. The blog has expanded to include thoughts from other regular contributors. The aim of this blog is to help you grow and improve. My unending goal is to have something relevant and useful in every post. or more, you can check out my columns on Blizzard Watch. Visit theGuildmasters to talk shop with other GMs, raid leaders, and officers. My current guild is on Kel'Thuzad US.